When this creature enters, you gain 3 life.
: Add one mana of any color.
Trample
: Put a +1/+1 counter on target creature.
Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
Trample
Other Wolves and Werewolves you control have trample.
: Put a +1/+1 counter on target creature.
Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)
, Sacrifice this creature: Destroy target artifact or enchantment.
Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
, Sacrifice this creature: Destroy target artifact or enchantment.
Whenever this creature attacks, destroy target artifact or enchantment defending player controls.
Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)
Other tapped creatures you control have deathtouch.
Other untapped creatures you control have hexproof.
, : Untap another target creature or land you control.
Vigilance
Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
Vigilance
Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)
When this creature enters, create two 2/2 green Wolf creature tokens.
Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
Whenever this creature enters or attacks, create two 2/2 green Wolf creature tokens.
: Another target Wolf or Werewolf you control fights target creature you don't control.
Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)
Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
[+1]: Until your next turn, you may cast creature spells as though they had flash, and each creature you control enters with an additional +1/+1 counter on it.
[−3]: Create two 2/2 green Wolf creature tokens.
Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)
[+2]: Add .
[0]: Until end of turn, Arlinn becomes a 5/5 Werewolf creature with trample, indestructible, and haste.
Vigilance
Coven — At the beginning of combat on your turn, if you control three or more creatures with different powers, creatures you control get +1/+0 until end of turn.
Protection from Werewolves
Human creatures you control have ": Add one mana of any of this creature's colors."
, : Put a +1/+1 counter on each creature you control.
Whenever this creature attacks, add or . Until end of turn, you don't lose this mana as steps and phases end.
Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
Other Wolves and Werewolves you control get +1/+1.
Whenever this creature attacks, add or . Until end of turn, you don't lose this mana as steps and phases end.
Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)
Whenever a Wolf or Werewolf you control deals combat damage to a player, draw a card.
At the beginning of your upkeep, if you control three or more Wolves and/or Werewolves, it becomes night. Then transform any number of Human Werewolves you control.
Daybound
Whenever a Wolf or Werewolf you control deals combat damage to a player, draw a card.
: Target Wolf or Werewolf you control gets +X/+0 and gains trample until end of turn.
Nightbound
Vigilance
Adeline's power is equal to the number of creatures you control.
Whenever you attack, for each opponent, create a 1/1 white Human creature token that's tapped and attacking that player or a planeswalker they control.
Spells can't be countered.
Each instant and sorcery card in your graveyard has flashback. The flashback cost is equal to that card's mana cost.
If a creature an opponent controls would die, exile it instead.
At the beginning of your upkeep, put all creature cards exiled with Gisa onto the battlefield under your control. They gain decayed. (A creature with decayed can't block. When it attacks, sacrifice it at end of combat.)
At the beginning of your end step, if you control no creatures with decayed, create a 2/2 black Zombie creature token with decayed. (It can't block. When it attacks, sacrifice it at end of combat.)
Whenever Jerren enters or another nontoken Human you control dies, you lose 1 life and create a 1/1 white Human creature token.
: Target Human you control gains lifelink until end of turn.
At the beginning of your end step, if you have exactly 13 life, you may pay . If you do, transform Jerren.
Flying, trample, lifelink
Sacrifice another creature: Draw a card.
Lifelink
Cards in graveyards can't be the targets of spells or abilities.
Disturb (You may cast this card from your graveyard transformed for its disturb cost.)
Flying
Whenever one or more creature cards are put into graveyards from anywhere, investigate. This ability triggers only once each turn. (Create a Clue token. It's an artifact with ", Sacrifice this token: Draw a card.")
If Dennick would be put into a graveyard from anywhere, exile it instead.
First strike
At the beginning of each of your postcombat main phases, look at the top X cards of your library, where X is the total amount of life your opponents lost this turn. Exile one of those cards and put the rest on the bottom of your library in a random order. You may play the exiled card this turn.
Flying, lifelink
Whenever another nontoken creature you control dies, return that card to its owner's hand at the beginning of the next end step.
If a creature an opponent controls would die, exile it instead.
Whenever Ludevic enters or attacks, mill a card.
, Exile X creature cards from your graveyard: Transform Ludevic. X can't be 0. Activate only as a sorcery.
As this creature transforms into Olag, Ludevic's Hubris, it becomes a copy of a creature card exiled with it, except its name is Olag, Ludevic's Hubris, it's 4/4, and it's a legendary blue and black Zombie in addition to its other colors and types. Put a number of +1/+1 counters on Olag equal to the number of creature cards exiled with it.
When you cast this spell, reveal cards from the top of your library until you reveal X creature cards. Put all creature cards revealed this way into your graveyard, then put the rest on the bottom of your library in a random order.
Old Stickfingers's power and toughness are each equal to the number of creature cards in your graveyard.
Flying, haste
If a spell would deal damage to you or another permanent you control, prevent that damage.
If a spell would deal damage to an opponent or a permanent an opponent controls, it deals that much damage plus 1 instead.
Flying, trample
Humans you control get +1/+1.
Coven — Whenever Sigarda attacks, if you control three or more creatures with different powers, look at the top five cards of your library. You may reveal a Human creature card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
Trample
Whenever a land card is put into your graveyard from anywhere, put a +1/+1 counter on Slogurk.
Remove three +1/+1 counters from Slogurk: Return it to its owner's hand.
When Slogurk leaves the battlefield, return up to three target land cards from your graveyard to your hand.
If it's neither day nor night, it becomes day as Vadrik enters.
Instant and sorcery spells you cast cost less to cast, where X is Vadrik's power.
Whenever day becomes night or night becomes day, put a +1/+1 counter on Vadrik.
Enchant player
As this Aura enters, choose a card name.
Spells with the chosen name enchanted player casts cost more to cast.
Whenever enchanted player casts a spell with the chosen name, you may sacrifice this Aura. If you do, draw a card.
Flying, double strike
You have hexproof.
If your life total would be reduced to 0 or less, instead transform this creature and your life total becomes 3. Then if this creature didn't transform this way, you lose the game.
Flying
You have hexproof.
Angelic Enforcer's power and toughness are each equal to your life total.
Whenever this creature attacks, double your life total.
Destroy target creature or planeswalker. Its controller investigates. (Create a Clue token. It's an artifact with ", Sacrifice this token: Draw a card.")
Lifelink
When this creature enters, you may pay any number of times. When you pay this cost one or more times, put that many valor counters on this creature.
Creatures you control get +1/+1 for each valor counter on this creature.
As this enchantment enters, note your life total.
At the beginning of your upkeep, draw a card if your life total is greater than or equal to the last noted life total for this enchantment. Then note your life total.
Whenever you cast a white spell, you gain 1 life.
Flying
When this creature enters, if you cast it, return up to two target creature cards with mana value 2 or less from your graveyard to the battlefield.
Whenever this creature enters or attacks, exile up to one target card from a graveyard.
Coven — : Choose a color. This creature gains hexproof from that color until end of turn and can't be blocked by creatures of that color this turn. Activate only if you control three or more creatures with different powers.
This spell costs less to cast for each creature on the battlefield.
Destroy all creatures.
Enchant player
At the beginning of enchanted player's upkeep, any number of target players other than that player each draw cards equal to the number of Curses attached to that player.
As an additional cost to cast this spell, sacrifice a creature.
Enchant creature
You control enchanted creature.
Enchanted creature gets +1/+1.
, Sacrifice this creature: Counter target noncreature spell unless its controller pays .
Disturb (You may cast this card from your graveyard transformed for its disturb cost.)
Flying
Noncreature spells you control can't be countered.
If Benevolent Geist would be put into a graveyard from anywhere, exile it instead.
Look at the top X cards of your library, where X is the amount of mana spent to cast this spell. Put two of them into your hand and the rest on the bottom of your library in a random order.
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Flying
Other Spirits you control get +1/+1.
Spells you cast from your graveyard cost less to cast.
Whenever you cast an instant or sorcery spell, create a 2/2 black Zombie creature token with decayed. (It can't block. When it attacks, sacrifice it at end of combat.)
At the beginning of your upkeep, if you control three or more creature tokens, you may transform this creature.
Creature tokens you control lose all abilities and have base power and toughness 3/3.
At the beginning of your upkeep, you may transform this artifact.
Whenever this creature enters or attacks, put a slime counter on up to one other target creature.
Non-Horror creatures with slime counters on them lose all abilities and have base power and toughness 2/2.
Flash
Flying
When this creature enters, you may pay any number of times. When you pay this cost one or more times, put that many +1/+1 counters on this creature, then up to that many other target artifacts, creatures, and/or enchantments phase out.
You have no maximum hand size.
At the beginning of your upkeep, if you have exactly thirteen cards in your hand, you win the game.
: Draw a card.
Choose one —
• Target creature gets -5/-5 until end of turn.
• Creature tokens get -2/-2 until end of turn.
Whenever another Zombie you control enters, put a +1/+1 counter on this creature.
Enchant player
As this permanent transforms into Curse of Leeches, attach it to a player.
At the beginning of enchanted player's upkeep, they lose 1 life and you gain 1 life.
Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
Lifelink
Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)
Flying, trample
, Sacrifice another creature: Target player mills three cards.
Pay 1 life: Add . Spend this mana only to cast a spell from your graveyard.
Equipped creature has flying and lifelink.
Whenever equipped creature dies, you may pay X life, where X is its power. If you do, draw X cards.
Equip
When The Meathook Massacre enters, each creature gets -X/-X until end of turn.
Whenever a creature you control dies, each opponent loses 1 life.
Whenever a creature an opponent controls dies, you gain 1 life.
When this creature enters, each opponent creates a 1/1 white Human creature token.
Whenever a creature an opponent controls dies, put a +1/+1 counter on this creature.
Deathtouch
When this creature enters, you may pay any number of times. When you pay this cost one or more times, put that many +1/+1 counters on this creature, then create twice that many 2/2 black Zombie creature tokens with decayed. (A creature with decayed can't block. When it attacks, sacrifice it at end of combat.)
Haste
When this creature enters, you may pay any number of times. When you pay this cost one or more times, put that many +1/+1 counters on this creature, then exile up to that many target instant and/or sorcery cards with mana value 3 or less from your graveyard and copy them. You may cast any number of the copies without paying their mana costs.
Choose one —
• Burn Down the House deals 5 damage to each creature and each planeswalker.
• Create three 1/1 red Devil creature tokens with "When this token dies, it deals 1 damage to any target." They gain haste until end of turn.
Enchant player
Whenever enchanted player casts a spell other than the first spell they cast each turn or copies a spell, this Aura deals 2 damage to them.
, Discard a card, Sacrifice a Vampire: Draw two cards. Activate only if an opponent lost life this turn.
Whenever you cast an instant or sorcery spell, put a charge counter on this artifact.
, , Remove any number of charge counters from this artifact: It deals that much damage to any target.
, : Exile the top card of your library. You may play that card this turn.
Light Up the Night deals X damage to any target. It deals X plus 1 damage instead if that target is a creature or planeswalker.
Flashback—, Remove X loyalty counters from among planeswalkers you control. If you cast this spell this way, X can't be 0. (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Flying
Whenever you cast a spell, you may discard your hand. If you do, draw a card for each of that spell's colors.
When this creature dies, it deals X damage to any target, where X is the number of colors among permanents you control.
Defender
Whenever you cast an instant or sorcery spell, put a number of ember counters on this creature equal to the amount of mana spent to cast that spell. Then if this creature has seven or more ember counters on it, remove them and transform this creature.
Flying
Whenever you cast an instant or sorcery spell, this creature deals 2 damage to any target.
Flying
If it's neither day nor night, it becomes day as this creature enters.
Whenever day becomes night or night becomes day, you may pay . If you do, return this card from your graveyard to the battlefield tapped.
You may look at the top card of your library any time.
You may play lands from the top of your library.
Coven — As long as you control three or more creatures with different powers, you may cast creature spells from the top of your library.